Last Blade 2/Hibiki: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 19: Line 19:
'''Piercing Moon Pounce''' - [[File:Dp.png]] + [[File:snkc.gif]]
'''Piercing Moon Pounce''' - [[File:Dp.png]] + [[File:snkc.gif]]


Slow but unblockable movement of her raising her scabbard and hitting the opponents mid section with it
raisirs her scabbard and hits the opponents mid section with it. Overhead attack.


'''Heavenly Being Blade''' - [[File:Hcf.png]] + [[File:snkc.gif]]
'''Heavenly Being Blade''' - [[File:Hcf.png]] + [[File:snkc.gif]]

Revision as of 00:01, 24 February 2017

LastBlade2Logo.gif

Introduction

Hibiki.png

Moves List

Normal Moves

Special Moves

Distance Slash - Qcf.png + Snka.gif/Snkb.gif Snka.gif version is a quick mid foward slash Snkb.gif version is a quick low/sweeping forward slash

Beckoning Slash - Dp.png + Snkb.gif

Forward dash to opponent Can hold Snkb.gif If not near opponent when release Snkb.gif, it will hit like Distance Slash If near opponent when release Snkb.gif, will slash through opponent and he will kneel and fall to the ground

Piercing Moon Pounce - Dp.png + Snkc.gif

raisirs her scabbard and hits the opponents mid section with it. Overhead attack.

Heavenly Being Blade - Hcf.png + Snkc.gif

Counter motion Follow up with Nukaba Kiru Nari (C) to slash airborne opponent Follow up with Nukazuba Kiranu Nari (Snkb.gifSnkc.gif) to hit opponent with scabbard

Kami Hitoe ni te Kawasu Nari - Snka.gifSnkb.gif

Quick evasion move Follow up with Ma O Tsumeru Koto Kanyou Nari (F.png + Snkc.gif) to dash forward Ma O Tsumeru Koto Kanyou Nari can be cancelled Follow up with Ma O Oku Koto Kanyou Nari to hop backwards

Sanae O Okotaranu Kokoro Nari - Hold Start

Hibiki holds her sword close as it glows, asking her father for help. Meter is charged slowly in this motion.

Desperation Moves

Heavenly Spirit of Victory - Qcb.png,Db.png,F.png + Snka.gifSnkb.gif

Hibiki dashes forward to slash through opponet.

Super Desperation Move

No Fear Feint - F.png, Hcf.png + Snkb.gif

Slashes upwards If connects near opponent, makes a flash of light and deals %50+ damage If opponent is a distance away, will strike upwards with less damage

The Basics

Power Mode Only

B.png Snka.gif (x2-3), Snka.gif > Qcf.png Snka.gif
B.png Snka.gif (x2-3), Snka.gif > Qcb.png,Db.png,F.png Snka.gif Snkb.gif
Snka.gif >F.png Hcf.png Snkb.gif
B.png Snka.gifD.png Snkc.gif > Qcb.png,Db.png,F.png Snka.gif Snkb.gif
Snka.gif >F.png :Hcf.png: Snkb.gif
D.png Snkc.gif,B.png Snka.gif, Snka.gif > follow-up of your choice
D.png Snkc.gif, Snka.gif > follow-up of your choice
D.png Snkc.gif, Snka.gif >F.png Hcf.png Snkb.gif
D.png Snkc.gif > Qcb.png,Db.png,F.png Snka.gif Snkb.gif (Learning to hit confirm this from a jump-in will help you a lot)
F.png Snkc.gif > Qcb.png,Db.png,F.png Snka.gif Snkb.gif (CanB.png e useful from punishing missed moves from afar)
deep cross up air Snkb.gif,4Snka.gif,5Snkb.gif,623Snkb.gif,2146Snka.gifSnkb.gif Shigen, juzoh, amano, kouryu only

Speed Mode Only

Dash Snka.gif/Snkb.gif,D.png Snkb.gif, Dp.png Snkb.gif, Qcf.png Snkb.gif
j Snkb.gif,B.png Snka.gif, Snka.gif,D.png Snka.gif,D.png Snkb.gif, Dp.png Snkb.gif, Qcf.png Snkb.gif

EX Mode Only

j Snkb.gif,B.png Snka.gif, Snka.gif,D.png Snka.gif,D.png Snkb.gif, Dp.png Snkb.gif, Qcb.png, Db.png,F.png Snka.gifSnkb.gif
j Snkb.gif,B.png Snka.gif, Snka.gif,D.png Snka.gif,D.png Snkb.gif, F.png, Hcf.png Snkb.gif

Power and EX Mode

j Snkb.gif, Snkb.gif, Dp.png Snkb.gif, Qcb.png, Db.png,F.png Snka.gifSnkb.gif
Dash Snka.gif/Snkb.gif, F.png, Hcf.png Snkb.gif
j Snkb.gif, F.png, Hcf.png Snkb.gif

Speed and EX Mode

j Snkb.gif, Snka.gif, Snkb.gif, Snkc.gif
Dash Snka.gif/Snkb.gif,D.png Snkb.gif, Qcf.png Snka.gif
j Snkb.gif,B.png Snka.gif, Snka.gif,D.png Snka.gif,D.png Snkb.gif, Qcf.png Snka.gif
j Snkb.gif,B.png Snka.gif, Snka.gifD.png Snka.gif,D.png Snkb.gif, Qcb.png, Db.png,F.png Snka.gifSnkb.gif

Advanced Strategy

Don't use her Dp.pngSnkb.gif move, and don't use her Qcf.pngSnkb.gif either.

I don't use her Dp.pngSnkc.gif much since you can't actually combo into it.

The only time it really has any use is if you know the person's gonna try to low block, but even then I prefer Snkb.gifSnkc.gif on most occasions because it has more follow-up options.

I haven't had much reason to use her Hcf.pngSnkc.gif either unless the person is being really predictable with jump-ins.

I prefer just to use the regular deflect since I can get way more damage off it, at the cost of slightly pickier deflect timing.

For ground poking, use D.pngSnka.gif and standing Snka.gif.

Air poking, use Snka.gif

Get low jumping cross-up Snkb.gif down. Great way to pin down inexperienced opponents, if you just low cross-up slash with her over and over. It's really hard to deflect and has a huge radius as well.

Snkb.gif is amazing ground anti-air but can be air parried by better players. It does a lot of damage on power, so it's very useful for punishing predictable air recoveries.

Try dashing past someone on the ground, then using Snka.gifSnkb.gif > :l:Snkc.gif > Snkb.gif > bread and butter. This should nail them when they get up if they don't see the cross-up coming.

Match-Ups